Add the isCollisionEnabled and isMotionEnabled value

git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@342 92aac97c-a6ce-11dd-a772-7fcde58d38e6
This commit is contained in:
chappuis.daniel 2010-07-05 19:29:14 +00:00
parent 23438486a6
commit 92dabf7f7f
2 changed files with 33 additions and 21 deletions

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@ -34,16 +34,22 @@ namespace reactphysics3d {
------------------------------------------------------------------- -------------------------------------------------------------------
*/ */
class Body { class Body {
private : protected :
Kilogram mass; // Mass of the body Kilogram mass; // Mass of the body
bool isMotionEnabled; // True if the body is able to move
bool isCollisionEnabled; // True if the body can collide with others bodies
public : public :
Body(Kilogram mass) throw(std::invalid_argument); // Constructor Body(Kilogram mass) throw(std::invalid_argument); // Constructor
Body(const Body& body); // Copy-constructor Body(const Body& body); // Copy-constructor
virtual ~Body(); // Destructor virtual ~Body(); // Destructor
Kilogram getMass() const; // Return the mass of the body Kilogram getMass() const; // Return the mass of the body
void setMass(Kilogram mass); // Set the mass of the body void setMass(Kilogram mass); // Set the mass of the body
bool getIsMotionEnabled() const; // Return if the rigid body can move
void setIsMotionEnabled(bool isMotionEnabled); // Set the value to true if the body can move
bool getIsCollisionEnabled() const; // Return true if the body can collide with others bodies
void setIsCollisionEnabled(bool isCollisionEnabled); // Set the isCollisionEnabled value
}; };
// --- Inlines function --- // // --- Inlines function --- //
@ -53,11 +59,31 @@ inline Kilogram Body::getMass() const {
return mass; return mass;
}; };
// Return if the rigid body can move
inline bool Body::getIsMotionEnabled() const {
return isMotionEnabled;
}
// Set the value to true if the body can move
inline void Body::setIsMotionEnabled(bool isMotionEnabled) {
this->isMotionEnabled = isMotionEnabled;
}
// Method that set the mass of the body // Method that set the mass of the body
inline void Body::setMass(Kilogram mass) { inline void Body::setMass(Kilogram mass) {
this->mass = mass; this->mass = mass;
} }
// Return true if the body can collide with others bodies
inline bool Body::getIsCollisionEnabled() const {
return isCollisionEnabled;
}
// Set the isCollisionEnabled value
inline void Body::setIsCollisionEnabled(bool isCollisionEnabled) {
this->isCollisionEnabled = isCollisionEnabled;
}
} }
#endif #endif

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@ -42,12 +42,10 @@ namespace reactphysics3d {
------------------------------------------------------------------- -------------------------------------------------------------------
*/ */
class RigidBody : public Body { class RigidBody : public Body {
private : protected :
Matrix3x3 inertiaTensorLocal; // Local inertia tensor of the body (in body coordinates) Matrix3x3 inertiaTensorLocal; // Local inertia tensor of the body (in body coordinates)
BodyState currentBodyState; // Current body state BodyState currentBodyState; // Current body state
BodyState previousBodyState; // Previous body state BodyState previousBodyState; // Previous body state
bool isMotionEnabled; // True if the body can move
bool isCollisionEnabled; // True if the body can collide with others bodies
double interpolationFactor; // Interpolation factor used for the state interpolation double interpolationFactor; // Interpolation factor used for the state interpolation
double restitution; // Coefficient of restitution (between 0 and 1), 1 for a very boucing body double restitution; // Coefficient of restitution (between 0 and 1), 1 for a very boucing body
OBB obb; // Oriented bounding box that contains the rigid body OBB obb; // Oriented bounding box that contains the rigid body
@ -65,8 +63,6 @@ class RigidBody : public Body {
BodyState& getPreviousBodyState(); // TODO : DELETE THIS BodyState& getPreviousBodyState(); // TODO : DELETE THIS
void setInterpolationFactor(double factor); // Set the interpolation factor of the body void setInterpolationFactor(double factor); // Set the interpolation factor of the body
BodyState getInterpolatedState() const; // Compute and return the interpolated state BodyState getInterpolatedState() const; // Compute and return the interpolated state
bool getIsMotionEnabled() const; // Return if the rigid body can move
void setIsMotionEnabled(bool isMotionEnabled); // Set the value to true if the body can move
void setLinearVelocity(const Vector3D& linearVelocity); // Set the linear velocity of the rigid body void setLinearVelocity(const Vector3D& linearVelocity); // Set the linear velocity of the rigid body
double getRestitution() const; // Get the restitution coefficient double getRestitution() const; // Get the restitution coefficient
void setRestitution(double restitution); // Set the restitution coefficient void setRestitution(double restitution); // Set the restitution coefficient
@ -125,16 +121,6 @@ inline void RigidBody::setInterpolationFactor(double factor) {
interpolationFactor = factor; interpolationFactor = factor;
} }
// Return if the rigid body can move
inline bool RigidBody::getIsMotionEnabled() const {
return isMotionEnabled;
}
// Set the value to true if the body can move
inline void RigidBody::setIsMotionEnabled(bool isMotionEnabled) {
this->isMotionEnabled = isMotionEnabled;
}
// Set the linear velocity of the rigid body // Set the linear velocity of the rigid body
inline void RigidBody::setLinearVelocity(const Vector3D& linearVelocity) { inline void RigidBody::setLinearVelocity(const Vector3D& linearVelocity) {
// Update the linear velocity of the current body state // Update the linear velocity of the current body state